Ordo Ignis Aeternis

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[[Farachat]] is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available. [[Farachat]] is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available.
 +
 +[[Mirandys]] is the guild portal master.
[[Badlokk]] the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons. [[Badlokk]] the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons.

Revision as of 16:58, 25 April 2016

Contents

Introduction

Ordo Ignis Aeternis is a Devonshire-based order of mages that wields the energies of fire, heat and smoke. At the time of this being written (5th of 2015) the guild is undergoing some revamps, courtesy of Xekrin, but remains eminently and increasingly playable. The guild sports a robust selection of spells, ranging from a solid collection of offensive spells to a small handful of highly potent and multi-purposed utility and enchantment spells.


Guild Help

 Located in Devonshire, 1n and 2w of the south gate.

You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to fire and heat energies.

Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power stores unique to an initiate of Ordo Ignis Aeternis.

Your primary aspect of spell usage is fire. Fire has many uses and functions, and with further understanding of the ways of pyraturgy, a mage can learn of the different forms of fire. Fire, and its derivatives, are the basis for all of an initiate's powers. Elemental fire energy is thus of great value to any member of the Order.

While the predominant effect of fire is destruction, there are many more aspects to the element. It can be used for warmth, to shed light, to cook with, and as fuel for a multitude of other processes. Despite its many uses, fire is also dangerous, as are those who wield it. Great care must be taken when handling fire, and great respect for its power is necessary to ensure your own safety. A reckless initiate can easily be burned by the power that he seeks to control or find himself the victim of an angry mob of peasants who will tie him to a stake and give him a very direct access to the power he seeks to control.

While Ordo Ignis Aeternis are reformists from a Mage Conclave, they still maintain a certain hierarchy concerning guild matters. This hierarchy is treated with the same respect shown towards the flames that power the guild spells. Many Ordo Ignis Aeternis take on a personality that reflects the power of fire, being highly volatile, highly reactive, and demanding a certain amount of respect when dealing with them. Should the members of Ordo Ignis Aeternis show open disrespect for each other, it is only a matter of time until beings from outside the guild begin showing their disrespect, and the only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them. This would not be good for the image of a guild powered by a force that easily instills fear in the minds of lesser beings. That being said, mutual respect among practitioners is highly encouraged, lest we all be consumed in our own flames.

Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of Spellcrafting, whose responsibility is to ensure that spell study is performed according to certain standards, and that these newly researched spells are thoroughly tested to ensure adequate safety measures are instilled. Once a spell has been sufficiently researched, formulated, and passed the Board, it is made available for all other members of the guild to study. This ensures that we continue our studies, and that certain spells are not horded away in some dusty old library where they serve no purpose to anyone. Any member of the guild can do spell research in attempts to formulate a new spell, and such spells can be submitted to the Board at any time, though the review process may be lengthy. The more complex the spell, the more time is needed to ensure all aspects of the spell are suitable for the guild.

When Ordo Ignis Aeternis was known only as the Red Order, they were figuratively burned by the other factions of their 'Conclave'. Because of this, Ordo Ignis Aeternis as a whole is very wary of those who are of extreme alignments. Fire is very neutral, caring not for the whims of the so-called battle between good and evil, nor of order and chaos. No matter which side of a war you are on, your corpse burns just as well on a funeral pyre. An initiate's energies are better suited towards furthering their own abilities at using fire energies than trying to promote some ethical cause. Let the others have their little wars, and when the smoke clears, Ordo Ignis Aeternis will be there controlling things from their neutral vantage point.

Read 'help spells' for information on Ordo Ignis Aeternis spells and spellcasting. See 'help spell summary' for a quick display of your spell information.

Joining Ordo Ignis Aeternis

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.

The requirements are unlisted due to a lack of research on them. It's very likely you'll only need a little bit of literacy to join (15-25).


Max level to join is 300. (Needs verification, may or may not still be in effect.)

Members of the Pantarchic Church are welcomed in the guild, but Gaius has reservations about allowing member of the Almerian Inquisition into the guild.

Requirements and Bonus Specialties

                  Min    Bonus
Fire Affinity      1       0
Pyraturgy          1       0
Telesmatic Weapon          2
Centering          1       1
Channeling         1       1
Enochian           1       0


NPCs and Facilities

Farachat is running a "bookstore", which is actually general purpose magick/book shop. He is apparently responsible for the research behind several of the spells available.

Mirandys is the guild portal master.

Badlokk the Butcheress is one of trainers, first found in Mordo 18, 13, 0. She is an orc, and charges rather hefty fees for her lessons.

Iklam is a yeti that wanders the Northlands. He says he has no use for the metal in your coins, and will train you for free.

Itozuma the Golden wanders around the jungles of Tenochlan spouting his own prophecies of doom. He also does not charge, and teaches a ton of skills, like leeching, diagnosis, and break fall.

Pierce wanders around Underdark. He trains some very useful skills higher as well as fire affinity.

Skills

As one might imagine the Ordo makes a heavy use of many Magickal Skills, which tend to fall under Intelligence - the guild is, in matter of fact, somewhat notorious for being heavily Intelligence-stacked, which should be taken into account in planning one's development. Outside of that, the guild has a number of very important skills under Charisma and Willpower.

The skills required vary spell by spell, but the ones deserving of the heaviest investment are Pyraturgy, Evocation and Telesmatic Weapon, followed by Conjuration and Enchantment. Fire Affinity is represents one's affinity the guild's core energy. Affinities in general should be kept in mind for acquiring additional damage types for the Hylocosm Volley spell, as resistance and immunity to pure fire damage is fairly common. The guild's secondary energies, Heat and Smoke, are addressed by their own magickal skills, Thermaturgy and Typhaturgy, and have their own Affinities. Skills such as Centering, Channeling, Meditation and Introspection should be used to increase one's Spirit and Energy pools and their recovery rates.

Firefighting is a skill of note to the Ordo, as a small fraction of it is added to the Rating of all of the guild spells. The skill-to-Rating ratio is terribly inefficient, but the skill deserves a few degrees of Specialty, especially since it's under the relatively unused Perception-attribute.

Spells

Ordo Ignis Aeternis Spells

The spells of Ordo Ignis Aeternis involve evocation processes of varying sorts, but they all begin by incanting the spell's name, followed by the target (if any), in the Enochian tongue. Some spells have additional requirements, such as material components or an environ with a specific fuel for the spell. These will be noted in each spells help file.

Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file. You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased depends on the difficulty of the spell -- ordinary spells will go down to about half of the base rating, while more difficult spells will go down by only a small fraction.

You may see a summary of the spell list by typing 'help spell summary'.

Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your telesmatic weapon, pyraturgy, and their mother attributes.

Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat spell is determined by one's skill at legerdemain.

Being Interrupted

Taking damage while casting a spell, stunning, agonizing, and euphoria will interrupt the casting. This can be overcome by predominantly Concentration, with Discipline and Tenacity adding into the resist.

While not potentially interrupting a cast in progress, having less than two hands or becoming unable to speak during combat will prevent any further casting, effectively interrupting all casting thereafter.

Robes

The incendiary robes of the Ordo are a mark of membership and an important piece of equipment, that enable easy recharging of the guild's esoteric Energies. All members can acquire a robe in their size simply by visiting Farachat at the guild store.

The primary purpose of the robes is to enable passive regeneration of the mage's Fire, Heat and Smoke Energies. This benefit is gained simply from wearing the robes and the rate of recovery scales to the user's Channeling skill. If the user is meditating while wearing the robes hir Meditation skill is also added in.

List

Old 2011 spell details page.

  • Most of the spells on the above list have been removed from the guild or changed significantly from what is presented there.

The below list is a work in progress.

Spell Min/Max Description Spirit Fire Heat Smoke Light Difficulty
Blue Flame 350/900 warping counter spell 0 75 0 0 0 extraordinarily difficult
Burn Undead 195/650 magefire attack (can only be used on undead) 0 25 15 0 0 ordinary
Burning Fever 100/400 disease remedy 60 20 0 0 0 somewhat difficult
Burnt Offerings 0/350 sacrifice to sentient flame 10 0 0 0 0 easy
Calm Heartfires 175/775 Brings target out of berserk combat mode 0 70 0 0 0 difficult
Cauterize 1/900 wound cauterization 0 15 45 0 0 ordinary
Comforting Warmth 300/375 Healing 0 40 80 0 0 difficult
Deplete Phlogiston 165/775 phlogiston depletion 0 20 0 0 0 difficult
Desiccate Remains 150/350 corpse preservation 0 0 30 0 0 ordinary
Disperse Personal Flame 75/375 heat vulnerability 20 0 0 0 0 ordinary
Inflame Ferocity 245/775 enrage the inner fires (gives the Berserkergang-trait) 0 20 0 0 0 difficult
Enhance Phlogiston 115/775 phlogiston replenishment 0 20 0 0 0 difficult
Eruption 300/1000 area attack of fire and heat 100 60 30 0 0 somewhat difficult
Extinguish 150/1000 fire extinguishing 0 0 0 5 0 difficult
Feed Inner Flame 75/475 Sates target's hunger. 0 9 25 0 0 ordinary
Hylocosm Volley 100/700 modified elemental or amalgamal attack 45 25 0 0 0 ordinary
Fiery Temper 200/950 empassioned combat enhancement 0 75 0 0 0 very difficult
Fire Gem 170/450 Creates a gem with elemental fire that can be crushed to return elemental fire 0 100 25 0 0 somewhat difficult
Fire Portal 75/650 teleportation to guildhall 0 20 0 0 0 easy
Fire Web 125/600 ensnaring web of flame 2 45 0 0 0 difficult
Fireball 25/350 basic attack spell 20 5.25 0 0 0 ordinary
Funeral Pyre 5/350 rejuvenation and cold protection 0 1 0 0 0 ordinary
Hylocosm Volley 100/700 melange of hylocosmic damage 40 20 0 0 0 difficult
Immolate 200/1000 fiery shroud 200 100 0 0 0 very difficult
Incinerate Magick 345/1200 magick consuming attack 0 40 60 0 0 very difficult
Magick Embers 75/200 detect magick 20 0 0 0 0 ordinary
Magma Blast 100/700 directed attack of magma 120 140 0 0 0 difficult
Primal Spark 450/950 enhanced fire attack 0 50 50 0 0 extraordinarily difficult
Phoenix Rebirth 250/900 Death prevention, regen boost, limb regrowth, flight, +CHA & +WIL 350 125 20 25 0 extraordinarily difficult
Protection from Elements 100/700 elemental resistance 60 35 20 0 0 somewhat difficult
Purging Flame 150/400 cure poison 0 20 0 0 0 somewhat difficult
Pyrax Armour 180/600 armour conjuration 0 20 20 0 0 difficult
Pyrax Crystal 120/200 conjure pyrax crystal 0 20 0 0 0 somewhat difficult
Pyromantic Insight 50/650 divination spell 25 10 0 0 0 ordinary
Pyrotechnic Surge 150/300 explosive pyrotechnics attack 0 30 0 0 0 easy
Sirocco 160/700 modified heat direct attack 0 0 60 0 0 somewhat difficult
Smoke Barrier 200/450 internal cloud of smoke 0 45 0 75 0 very difficult
Smoke Rings 100/700 constrictive rings of smoke 0 0 0 1 0 somewhat difficult
Smudge 250/450 visual protection 0 25 45 0 0 somewhat difficult
Snuff 50/775 dispatch mortally wounded foes 0 0 0 10 0 somewhat difficult
Therapeutic Heat 100/775 muscle relaxation 0 0 40 0 0 ordinary
Wavering Heat 300/950 subtle mirage 0 0 75 0 0 very difficult


Min=minimum rating required to cast
Max=maximum effective rating
Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult

Specialty Details

			[min..]max	bonus
REQUIREMENTS AND BONUSES
 Centering		3..25		+1
 Channeling		3..25		+1
 Legerdemain		1..12			(+2 max than adventurers)
 Literacy		2..18		+2	(+8 max than adventurers)
 Prestidigitation	1..12
 Pyraturgy		2..20		+1
 Arcane Lore		10		+1	(same max as in adventurers)
 Enochian		10		+1	(to not mess up too much with casting, a skill of 78 is a good target)
 Heat Tolerance		10		+1
 Introspection		10		+1
 Memory			10		+1	(same max as in adventurers)
 Scholarship		10		+1	(same max as in adventurers)

NOT IN ADVENTURERS
 Abjuration		 6
 Alchemy		 2
 Artillery		 2
 Caladan			 6
 Conjuration		15
 Daemonology		 5
 Divination		10
 Enchantment		 6
 Eructation        	10
 Evocation		10
 Law			 3
 Meditation		 8
 Metaphysics		10
 Siege Engineering	 3
 Summoning		 6
 Symbology		 6
 Tenacity		 4

MORE THAN IN ADVENTURERS
 Concentration		25

SAME AS IN ADVENTURERS
 Telesmatic Weapon	10

LESS THAN IN ADVENTURERS
 Anatomy		6
 Anglic			8
 Animal Lore		3
 Archery		2
 Armour Lore		4
 Armour Use	        2
 Awareness		3
 Biofeedback		4
 Brewing		3
 Calligraphy		3
 Cartography		3
 Combat Reflexes	3
 Cooking		3
 Cosmology		3
 Courage		2
 Crossbow		8		(one of the few weapon skills)
 Dagger			8		(one of the few weapon skills)
 Demolition		5
 Desert Fieldcraft	3
 Diplomacy		2
 Discipline		8
 Dodge			8
 Eavesdropping		2
 Elude Pursuit		3
 Etiquette		2
 Fast Talk		3
 Finance		2
 Find Weakness		6
 First Aid		4
 Fletching		4
 Gambling		2
 Gem Lore		3
 Haggling		2
 History		4
 Imagination		4
 Insect Lore		3
 Intimidation		3
 Killer Instinct	5
 Leadership		3
 Legend Lore		6
 Linguistics		5
 Lockpicking		2
 Logic			5
 Logistics		2
 Manipulation		3
 Massive Blow		2
 Mathematics		5
 Metallurgy		2
 Mortuary		3
 Ownership		3
 Pain Tolerance		2
 Philosophy		5
 Physics		5
 Plant Lore		3
 Politics		5
 Precision Strike	5
 Psychology		5
 Resilience		5
 Rhetoric		3
 Rune Lore		6
 Sculpture		3
 Shield			3
 Smithing		2
 Staff			8		(one of the few weapon skills)
 Stamina		3
 Steadiness		8
 Strategy		4
 Tactics		4
 Teaching		5
 Throwing		4
 Traps			4
 Unarmed Combat		5		(one of the few weap.. erm, combat skills)
 Vocalization		4
 Weapon Lore		4

Skills adventurers have, OIA does not

Acting, Angrak, Arctic Fieldcraft, Assarith, Axe, Balance, Blindfighting, Bludgeon, Break Fall, Breath Control, Cargo Handling, Carousing, Carpentry, Carving, Climbing, Dancing, Dethek, Digging, Disguise, Drawing, Driving, Equestrian, Farming, Fishing, Flail, Fletching, Foraging, Hammer, Heraldry, Hithal, Impact Absorption, Instant Stand, Intelligence Analysis, Jumping, Jungle Fieldcraft, Lack of Weakness, Livestock Breeding, Load Bearing, Locksmithing, Masonry, Mimicry, Mineral Lore, Mountaineering, Mounted Combat, Musical Composition, Nanomi, Navigation, Painting, Percussion Instruments, Picking Pockets, Plains Fieldcraft, Poetry, Pole Arm, Practice, Prose, Riding, Running, Sewing, Shorelands Fieldcraft, Showmanship, Singing, Sling, Spear, Spelunking, Sperethiel, Stealth, Storytelling, Streetwise, Stringed Instruments, Subordination, Swamp Fieldcraft, Swimming, Sword, Takargu, Tanning, Theology, Torture, Tracking, Training, Tumbling Aquatic Fieldcraft, Ventriloquism, Weaving, Wind Instruments, Xhax


End of spoiler information.
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